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Differences in Magical Energies

Personal Spells: If a FEAT roll is required of the spell, any green, yellow, or red result indicates success. Personal energy spells, because they primarily affect the user, are usually "quiet" spells and enchantments, that is, no chanting or special gestures are required.

Universal Spells: These spells, because they can affect others, sometimes allow for a Psyche FEAT roll by the target to reduce or ignore the affect of the spell. Universal energy spells draw on the ambient energy found in this universe, and a brief chant or gestures are sometimes used by the caster.

Dimensional Spells: These spells are unique. They all draw the energy needed for the spell from another dimension and they require a special spell rank FEAT roll to tap the dimensional energy.

Group Spells: These spells allow the caster to select from a collection of similar personal and universal energy spells; the spells available in each group spell are called "sub-spells". Each day, a magic wielder must choose 1 sub-spell listed in his group spell; the 1 he chooses is the only sub-spell he can use from that group that day. A magic wielder is allowed to choose the same or a different sub-spell each day.

Note: The length of a "day" can be very different in other dimensions!

The spells within a group use the same definitions as the personal or universal spell of the same name, with 3 important differences: group spells use dimensional energy; a FEAT roll is only successful on a yellow or red result; the target of a group sub-spell is not allowed a defensive Psyche FEAT roll to avoid the effect, no matter what the normal personal or universal definition of the spell says.

Entreaty Spells: These spells request an extra-dimensional being, artifact, or entity to allow its energy to be used by the caster for completion of his spell. These require the caster to call out the name of the being entreated, usually in some prosaic chant (the player does not have to do this aloud!). The Mystic's Encyclopedia features a section on these entities, their intentions and inclination towards order or chaos, and some of the more famous entreaty spells associated with them. The player tells the Judge the desired effect of the entreaty spell and the Judge assigns a colored FEAT roll result that he feels is appropriate for success. The player must then make a FEAT roll that equals the assigned result in order to succeed. The Judge can use his discretion in assigning FEAT colors, but the following guidelines are suggested:
FEAT Required*Effect Desired
GreenEntreaty duplicates effect of a Personal or Universal spell.**
GreenEntreaty spell is one normally associated with the being.
YellowEffect desired is not one normally associated with the being, but not contrary to its nature or purpose.
RedEffect desired is contrary to the being's nature or purpose.
* Assumes that the being entreated is friendly to the caster or his school. If the being is neutral, increase the FEAT result needed by 1 color (from Green to Yellow, for example). If the being is hostile to the caster, increase the FEAT result by 2 colors (from Green to Red, for example). An increase beyond Red is not possible.

** Assumes that the effect does not duplicate any group sub-spell that the caster has chosen for that day's use (see Group Spells). If the effect duplicated would normally allow a Psyche FEAT roll to avoid its effect, the target is allowed the FEAT roll.

If an entreaty FEAT roll is successful, the magic wielder has successfully tapped the dimensional energy. Usually, sorcerers will get the best results by using dimensional energy from friendly sources, but as explained in the Mystic's Encyclopedia, some entities are neutral (not tending toward order or chaos), meaning that they can be called on at any time by any magic wielding character, despite his tendency towards order or chaos.

A player might not always have to make a FEAT roll to use an entreaty spell. For every entreaty being a player rolls, the Judge should assign at least 1 spell connected with that being that the character can automatically use. However, this "automatic use" is allowed only for beings and spells that correspond to the character's school of magic. If the first entreaty being rolled is hostile or neutral to the character's school, the Judge should substitute a friendly being instead.